[MOD] "Crazy" for Sins of a Solar Empire: Rebellion

http://www.moddb.com/mods/crazy

Hi Sins fans,


I released a mod for Sins of a Solar Empire: Rebellion named "Crazy".

It is a mod to make the game more exciting. It includes

  • New music
  • New abilities
  • New planets
  • New flagships
  • Better graphics
  • Double research
  • New researches
  • More fleet capacity
  • A strong new capital ship placed at some graveyards...

And much more...

Features of the next update:


I know that it has been a long time, but I hope that you take into account that solving private problems was more important. Nevertheless I managed to update the mod, fix many errors and to create new features. I'll give you detailed information, first the visible features, secondly the "background" features. Comment for feedback and suggestions!

Features

  • Every single error is fixed, more information is in the "behind the scenes"-section
  • 100% compatible with the DLCs
  • The ingame-map designer has been modified: New random star type "Non Black Hole"; The planet types are sorted by alphabet; first random groups, second colonizable planets, third uncolonizable planets
  • The new "planets" are modified: Some values of the new effects are changed, the antimatter fountain got a new ability
  • Black Hole Star: Three-piece ability - Orbit range: Hyperspace chargeuprate/speed reduced; abilities and regeneration disabled - 60.000 range: Ships are attracted, they're able to escape; antimatter and shields are drained 50/s - 25.000 range: Ships are NOT able to escape; 500/s damage
  • Almost every "Crazy"-ability has an own research; some can be improved
  • Rebuilt Advent military research-tree for better overview
  • Rebalanced Kortul Devastator (Power Surge was too overpowered)
  • Rebalanced Kodiak Heavy Cruiser (same thing with Gauss Blast)
  • Flagships have now their own ability files, for example the Kortul Flaghip has a stronger Power Surge than the normal capital ship
  • Many new string files, some of them tell a small story!
  • New research-skin for "Crazy"-exclusive researches
  • Ship Graveyard is still available to people which don't own the DLC
  • Modified RandomEvents --> The effects are staying longer
  • Somehow the game is lagging a bit less. I have an idea how I did this.

Behind the scenes...

... I've done the most of the work:

  • I've sorted all files in the entity.manifest ~6 hours of work
  • I've sorted the researches in the Player.entity files ~ 4 hours of work
  • I've serached for the bugs; IWeaponAssert.cpp and i => 0 ~ 4 hours of work
  • IWeaponAssert.cpp was an Invalid value at the Occupation Starbase's weapon system
  • i => 0 was an invalid value at the GasGiant researches --> the planet type can not be "Invalid" - not my mistake ;)
  • Rebuilding the mod ~ 2 hours
  • Testing with friend - well, that is not work, but: 12 hours :D

I hope that you'll enjoy the mod!

Greetings!
Simon/TheyCallMeProphet

 


It's made by the SGU Mod team, it's features will be used in the SGU - The Next Generation too

Download it on ModDB

http://www.moddb.com/mods/crazy

Give me feedback and tell me your ideas |-)


Enjoy


Simon/TheyCallMeProphet

 

 

 

168,247 views 36 replies
Reply #1 Top

So far so good, I like what you did with the flagships, they feel like something you wouldn't be embarrassed to have lead your main fleet.  Game hangs then crashes when I leave a game though, seems the capture research does not enable colony frigates to capture ships in the graveyard (only tried with Vasari loyalists).

 

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Reply #2 Top

Yes, I fix the problem with the capturing. Did you try the newest version (2.91)? It don't has any crashes :grin:

Reply #4 Top

When you click on "Download Now" and the mirror is opened, you must wait until the "download-window" appears.

Reply #5 Top

Any plans for a 1.1 update? I keep getting CTD after about an hour or so of playing, and I have a feeling it's because of the new patch...

Reply #6 Top

Well, the only improtant changes to 1.1 were the maps. That means that I had to add their strings. I released a newer update today (2.92), which adds new abilities and fixes some bugs. Also it's totally compatible with Reb. 1.1 .

 

Reply #7 Top

A feature I loved from previous sins mods was to allow TEC and Advent starbases to move as well.  -Although they should only move at 1/3 the rate of Vasari starbases. 

Reply #9 Top

Can you do a kamikaze ship? You use an ability and it drives into an enemy ship, dealing ~500 damage? :D

 

And then the ship explodes, obviously.

Reply #10 Top

The Advent scout already has a kamikaze ability.  It has had it since vanilla and nobody uses it since turning ships into cruise missiles gets expensive.

Reply #12 Top

Yes, the Advent scout has a kamikaze ability, but it's not very powerful. I want to give this mod more action with strong abilities, the epic music and the graphical effects :D

Reply #13 Top

I think Capital Ships should have a kamikaze ability. Mutually assured destruction. The (Insert Name Here) is going down!

 

"RAMMING SPEED!"

Reply #15 Top

One thing I noticed in my last game of Crazy as the TEC Rebels was that my Kodiaks had more armor points than my Level 8 Kols.  You should probably buff capital ship armor to make them appropriately capital-scale.  Another thing you should think about is one of my favorite features from Distant Stars.  You may have done this already, but I haven't seen it in a changelog, but they greatly buffed capital ship stats in all categories across the board to make them less like large support cruisers and more like the vanguard of your fleet.

Reply #16 Top

Quoting SpardaSon21, reply 16

Another thing you should think about is one of my favorite features from Distant Stars.  You may have done this already, but I haven't seen it in a changelog, but they greatly buffed capital ship stats in all categories across the board to make them less like large support cruisers and more like the vanguard of your fleet.

 

I've done this already, but not for all of the caps. The Battleships and another ship type per race have the function to be a flagship for a medium-size fleet.

I should say here that I love Distant Stars until I was more and more annoyed by some of the soundtracks ;)

I love this mod, but I founded my own mod to make it to a mod that is open, I want to include features and ideas from the guys who're playing the mod. B)

Simon/TheyCallMeProphet

 

Reply #17 Top

Okay, cool.  Well, buff all capital ships then to be fair, and I'd allow TEC flak weapons to benefit from autocannon researches and the Ragnarov's rail gun to benefit from Gauss researches since Advent PD lasers benefit from their standard laser researches.  Hangar and Garda flak take a big hit to utility without those damage increases, and I think it is a shame we never get research to boost the Ragnarov's signature weapon, much like the Kol before Entrenchment.  You should also boost the various Gauss researches since right now they're pretty pathetic.

And to be fair to the other races, give the Advent some way of increasing damage for their Psionic Surge weapons, maybe through plasma researches, and let the Kultorask boost its Point Defense weapons through pulse beam researches.

Reply #18 Top

Quoting SpardaSon21, reply 18

Okay, cool.  Well, buff all capital ships then to be fair, and I'd allow TEC flak weapons to benefit from autocannon researches and the Ragnarov's rail gun to benefit from Gauss researches since Advent PD lasers benefit from their standard laser researches.  Hangar and Garda flak take a big hit to utility without those damage increases, and I think it is a shame we never get research to boost the Ragnarov's signature weapon, much like the Kol before Entrenchment.  You should also boost the various Gauss researches since right now they're pretty pathetic.

 

Yes, I've already thought about it. But I was not sure whether I should add the damage to the autocannon/gauss or I make completely new researches.

Quoting SpardaSon21, reply 18

And to be fair to the other races, give the Advent some way of increasing damage for their Psionic Surge weapons, maybe through plasma researches, and let the Kultorask boost its Point Defense weapons through pulse beam researches.

The PD beams are researchable (I think). The Psionic Surges are so strong that they needn't to be increased :grin:

 

Reply #19 Top

LMFAO! Look at trade 1187.4 credits for putting a starbase with trade on pirate base. :P

http://steamcommunity.com/profiles/76561198007106267/screenshots/

Reply #21 Top

This is the best mod ever!!! Cant wait for capital ships to either be harder to kill or do more damage :)

 

 

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Reply #22 Top

Quoting lordlubu21, reply 22
This is the best mod ever!!! Cant wait for capital ships to either be harder to kill or do more damage

 
 

 

Thank you very much ;) The update is out in a few hours!

Reply #23 Top

hallo everyone,

i hope that i do not revieve a dead treat, but this mod is simply great so i have to thank the creators for it. addtionaly i wanted to ask if this mod is still being worked on as i have a crashreport to spare if anyone wants one. CRAZY is the only mod I'm using right now, the effect are all one high(I'm gonna try medium now) and I used CFF Explorer to enable more than 2 GB virtuel memory for Sins.

best regards

Raimn

edit: tried it again with medium, but the game still crashed

edit2: the cecksum is 29447470 if that helps

Reply #24 Top

You should probably disable LAA support as that tends to cause more crashes than it solves.

Reply #25 Top

already tried that. nothing changes. I have a save game from about 1-5 min before the crash, depending on where i send my fleet(advent loyalist).